Minotaur

Species Traits

Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.

Scent (Ex): This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.

Skill Bonuses: Minotaurs receive a +4 species bonus on Search, Spot, and Listen checks.

Bonus Feat: A minotaur gains the bonus feat Archaic Weapons Proficiency or Simple Weapons Proficiency.

Automatic Language: Minotaurs speak (but neither read nor write) Giant or one other language.

Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Mas 15; Init +0; Spd 30 ft.; Defense 14, touch 9, flat-footed 14 (–1 size, +5 natural); BAB +6; Grap +14; Atk +9 melee (2d6+6, Huge lead pipe); Full Atk +9/+4 melee (2d6+4, Huge lead pipe), +4 melee (1d8+2, gore), or +9/+4 melee (1d4+4, slam), +4 melee (1d8+2, gore), or +5 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ charge 4d6+6, scent, natural cunning, darkvision 60 ft.; AL chaos, evil; SV Fort +6, Ref +5, Will +5; AP 0; Rep +0; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.

Skills: Intimidate +5, Jump +8, Listen +8, Search +6, Speak Giant, Spot +8.

Feats: Archaic Weapons Proficiency, Great Fortitude, Power Attack.

Possessions: Huge lead pipe (6 feet long, 4 inches thick).

Advancement: By character class.

Minotaur Strong Hero 3: CR 7; Large monstrous humanoid; HD 6d8+12 plus 3d8+6; hp 58; Mas 15; Init +0; Spd 30 ft.; Defense 16, touch 11, flat-footed 16 (–1 size, +2 class, +5 natural); BAB +10; Grap +18; Atk +13 melee (3d6+9, chain saw); Full Atk +13/_+8 melee (3d6+7, chain saw), +8 melee (1d8+4, gore), or +13/+8 melee (1d4+7, slam), +8 melee (1d8+4, gore), or +8 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ charge 4d6+7, scent, natural cunning, darkvision 60 ft.; AL chaos, evil; SV Fort +8, Ref +6, Will +6; AP 1; Rep +0; Str 20, Dex 10, Con 15, Int 7, Wis 10, Cha 8.

Skills: Intimidate +5, Jump +8, Knowledge (streetwise) +3, Listen +8, Search +6, Speak English (or other local language), Speak Giant, Spot +8.

Feats: Archaic Weapons Proficiency, Combat Reflexes, Exotic Weapons Proficiency (chain saw), Great Fortitude, Power Attack, Simple Weapons Proficiency.

Talents (Strong Hero): Melee smash, improved melee smash.

Possessions: Chain saw, bloodstained smock.